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As a Standard Action, you can weaken the resolve of one opponent with your words. The target must have an Intelligence of 3 or higher, and it must be able to see, hear, and understand you. Make a Persuasion check; if the result equals or exceeds the target's Will Defense, it moves -1 step along the Condition Track. The target gets a +5 bonus to its Will Defense if it is higher level than you. If the target reaches the end of its Condition Track, it does not fall unconscious, instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This is a Mind-Affecting effect.

You can spend a Full-Round Action advising an ally, thereby granting them a +5 bonus on their next Skill Check. If you spend a Force Point, the bonus increases to +10. The target must be able to (And willing) to hear and understand your voice. You cannot advise yourself. This is a Mind-Affecting effect.

As a Standard Action, you can peer into The Force and search for weaknesses in the defenses of your enemies. Make a Use the Force check against the Will Defense of a target creature within 12 squares of you and in your line of sight. If the Skill Check equals or exceeds the target's Will Defense, that target takes a -2 penalty to their Reflex Defense against you and all allies who can hear and understand you until the end of your next turn.

Jedi during the Clone Wars learn to call upon The Force not only for their own strength, but also to aid the Clone Troopers and other allies under their command. Once per round as a Swift Action, you grant one ally within 12 squares of you (And within your line of sight) bonus Hit Points equal to 5 + your Charisma modifier. These bonus Hit Points last until the beginning of your next turn (At which point any remaining bonus Hit Points are lost), and any damage dealt to that ally comes out of bonus Hit Points first. You take a -5 penalty on all Use the Force checks until the beginning of your next turn.

Once per encounter as a Swift Action, you can choose one ally within your line of sight that can hear and understand you. Until the end of the encounter, that ally adds your Wisdom bonus to its Will Defense against Mind-Affecting effects.

You gain a +2 insight bonus to your Will Defense. Also, as a Swift Action, you can spend a Force Point to give all allies within 6 squares of you a +2 insight bonus to their Will Defense that lasts for the remainder of the encounter. This bonus does not extend to allies outside the range of the effect, even if they move within 6 squares of you later on. Allies who benefit from this Talent must remain within 6 squares of you to retain the insight bonus, and they lose it if you are knocked unconscious or killed. This is a Mind-Affecting effect.

When you deal damage to a target by making a Lightsaber attack on your turn, you can use a Swift Action before the end of your turn to activate this Talent. If you do so, allies adjacent to the target at the time you make the attack gain a +2 circumstance bonus to melee attack rolls against the target until the start of your next turn.

Whenever you use Adversary Lore on a target successfully, that target also takes an additional 1d6 points of damage from any successful attack made against it by you or an ally who can hear and understand you until the end of your next turn.

As a Reaction, you can make a Use the Force check after you or an ally within 12 squares misses with a melee or ranged attack, removing one use of the FarseeingForce Power from your active Force Power Suite (As though you had activated the Force Power). If your check result equals or exceeds the Will Defense of the target of that missed attack, the attacker can reroll the missed attack roll. This counts as using the FarseeingForce Power against the target, but this Talent replaces the normal rules and effects of Farseeing. Any attack can only be affected by this Talent once (Thus, multiple characters cannot use this Talent on the same attack to allow multiple rerolls). You take a cumulative -5 penalty on Use the Force checks until the beginning of your next turn when you use this Talent.

As a Reaction, you can make a Use the Force check after you or an ally within 12 squares is the target of a melee or ranged attack (But before the results of the attack roll are known), removing one use of the FarseeingForce Power from your active Force Power Suite (As though you had activated the Force Power). If your check result equals or exceeds the Will Defense of the attacker, you grant the target of that attack a +5 Force bonus to their Reflex Defense against that attack. This counts as using the FarseeingForce Power against the attacker, but this Talent replaces the normal rules and effects of Farseeing. Any attack can only be affected by this Talent once (Thus, multiple characters cannot use this Talent on the same attack to allow multiple rerolls). You take a cumulative -5 penalty on Use the Force checks until the beginning of your next turn when you use this Talent.